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Author Topic: Tutorial - Importing Source Filmmaker models into Unreal 4  (Read 15055 times)

Syncret

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Tutorial - Importing Source Filmmaker models into Unreal 4
« on: December 08, 2014, 05:30:17 PM »
Thanks to /u/struefill for his excellent reddit post: http://www.reddit.com/r/oculusnsfw/comments/2o6z3g/what_nsfw_vr_needs/cmlvaou

Tools you need:

Install your Blender Source Tools as instructed, Unzip Crowbar wherever you'd like, and install VTFEdit.

What to do:
Convert the model.
  • Once you've downloaded and extracted an SFM model, use Crowbar to decompile it:
  • Open Blender and select File->Import->Source Engine (assuming you have your Blender Source Tools installed).
  • Navigate to the directory where you had Crowbar save the decompiled model, and open the .qc file from the directory.
  • Select File->Export->Autodesk FBX, and save the exported file wherever you want.
  • Save the .blend file in case you want to do anything else with it later.

Syncret

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Re: Tutorial - Importing Source Filmmaker models into Unreal 4
« Reply #1 on: December 08, 2014, 05:44:11 PM »
Convert your textures.
  • Open up VTFEdit, and select Tools->Convert Folder
  • Set your Input Folder to your SFM model's Materials directory.
  • Set your Output Folder to whatever you want.
  • Select TGA as your output format, and let it search the folder recursively.
  • Hit Convert, and let it do its thing.

Now you have everything you need to bring the model into Unreal or Unity3D.

Syncret

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Re: Tutorial - Importing Source Filmmaker models into Unreal 4
« Reply #2 on: December 08, 2014, 06:01:47 PM »
Import your mesh into Unreal.
  • Create a directory within your Unreal project for your new mesh.
  • Import your newly-created .fbx into that directory.
  • By default, your model will be a bit small and turned around. I find that setting the Import Uniform Scale to 2.5 and the Import Rotation Yaw to 180 seems to work well.
  • Hit Import All.
  • After a moment, you should see your imported skeletal mesh and a bunch of materials with no textures.
  • Now create a Textures subdirectory in the directory where you stored your model, and import the textures you converted with VTFEdit.
  • Finally, you'll need to go through your model's materials and build the materials as you need them using the textures you imported. This bit is pretty dependent on your model, and follows standard UE4 workflows - do whatever you need to do to get your model looking right. It'll probably take some experimentation.

Note - if your SFM source model contains multiple objects, you won't be able to import the FBX directly into Unreal, since each of these objects will have its own root. You'll see something like this when you try:

To solve this, you'll need to export the models individually. (I don't know yet whether this is possible from Blender, but from Maya, you can use the Export Selected command to export a single object.)
« Last Edit: December 08, 2014, 09:28:38 PM by Syncret »

Syncret

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Re: Tutorial - Importing Source Filmmaker models into Unreal 4
« Reply #3 on: December 08, 2014, 08:04:24 PM »
Set up your materials.
There are far better tutorials out there on Unreal 4 material construction than this, but this can serve as a quick run through the basics.

If you open up your skeletal mesh, you'll see the mesh and its associated materials. You can highlight a material to see where it's applied.


Let's start with the body material. Find the material and open it up.
Now figure out which textures belong with it (there may be ways to get this information from the SFM assets, but if that's the case, I don't know the trick yet. Usually, you can figure out which textures belong with which materials.
In this case, we've got a base color (diffuse) map and a normal map. We can map those into the material, and since this is a skin material, we'll use the Subsurface shading model and give it a deep red subsurface color, and multiply it against the base color map.


For a hair shader, we'll want to use a Translucent blend mode, and map our base texture's alpha channel to the opacity input. (Assuming that the texture's creator set up an alpha channel.) Remember to set the material as two-sided if there's a chance the player could see both sides - otherwise, the hair will disappear from certain angles.


For a quick eye material, we can use the diffuse map (some eye materials use the face texture, some have their own), and just feed a constant value of 1 to the Specular input, and a 0 to the Roughness. This will give us a decent smooth and shiny material.
« Last Edit: December 09, 2014, 06:26:25 AM by Syncret »

Syncret

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Re: Tutorial - Importing Source Filmmaker models into Unreal 4
« Reply #4 on: December 08, 2014, 08:05:08 PM »
Repeat the process for your other materials, trying out textures, blend modes, and shading models until you get what you want. There's a lot of art and science to material construction, and I've left out a whole lot, but this should be enough to get you started. Even a really quick job like this gives us decent results:


Remember, once you've got the basics set up, use a master material and material instances to keep from repeating a whole bunch of work with each shader.

Will

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Re: Tutorial - Importing Source Filmmaker models into Unreal 4
« Reply #5 on: December 08, 2014, 08:23:20 PM »
Also putting the roughness to 0 on the lips gives that sweet wet look. A hint of Metallic doesn't hurt either.


Syncret

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Re: Tutorial - Importing Source Filmmaker models into Unreal 4
« Reply #6 on: December 08, 2014, 08:30:22 PM »
Oooh! Nice!

Next, I want to see if I can figure out how to use the Preintegrated Skin shader. Subsurface looks good, but it's expensive.

poronicz

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Re: Tutorial - Importing Source Filmmaker models into Unreal 4
« Reply #7 on: April 02, 2015, 03:36:54 AM »
It looks nicer in UE4 but it's a hassle assigning the materials/textures. At least in Unity it was done in seconds.
« Last Edit: April 04, 2015, 02:53:32 AM by poronicz »

 

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